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Spells of the Terrae-Magi

The following spells are commonly learned and employed by magi belonging to the Scholae Petrae. See also Hermes Portal #14, "Omnibus Grimoire: Terram," by Andrew Gronosky, for details of more Terram spells that may be suitable for use with the Terrae-magi characters suggested in the preceding articles.

Ascension of the Reluctant Stylite (CrTe 30)

R: Voice, D: Diameter, T: Part

The ground beneath a chosen opponent's feet erupts into a column of rock, lifting them 50 feet into the air and leaving them standing on a narrow platform of stone. Due to the narrowness of the perch, a successful Dexterity plus Athletics check against an Ease Factor target of 12+ is required each round to avoid falling to the ground if the character attempts to perform any action other than standing still or casting a spell without gestures. At the end of the spell's duration, the column of rock disappears, and anything on the raised platform is then affected by gravity as usual.

(Base 3, +2 Voice, +1 Diameter, +1 Part, +2 size, +1 stone)

Entomb the Thief (ReTe 35)

R: Voice, D: Diameter, T: Part
Req: Muto

Stone hands from the rock beneath the target rise out of the ground and grasp the target's ankles, pulling the individual down through a suddenly-liquified column of stone for the duration of the spell to a depth of 100 paces or until an underground chamber is reached, whichever occurs first. Only one attempt to break free can be made and requires a Strength stress roll of 15+ and a successful Fatigue roll. Alternatively, each hand can be destroyed by beating its +30 Soak (bludgeoning weapons do double damage) and inflicting a Light Wound. On expiry of the spell's duration, the individual remains trapped 100 paces beneath the surface unless they have some magical means of escape.

This spell was developed by Guernicus to punish the Mercurian thief who murdered his master, but only its lesser derivative, Hands of the Grasping Earth, is well known outside House Guernicus. Both spells are based on a Mercurian spell named Shelter in the Embrace of the Earth, which allowed the Terrae-magus to sink beneath the ground to escape his enemies or rest undisturbed while travelling.

(Base 3, +2 Voice, +1 Diameter, +1 Part, +2 size, +1 stone, +1 fancy effect, requisite free)

Restraint of the Stocks of Stone (ReTe 30)

R: Voice, D: Sun, T: Part
Req: Muto

Four stone arms from a stone wall behind the target grasp each limb and draw the individual into the suddenly liquified stone, encasing them partly within the stone so that only their head, chest, hands and feet remain exposed. An initial attempt to break free can be made but requires a Strength stress roll of 18+ and a successful Fatigue roll. Alternatively, each hand can be destroyed by beating its +30 Soak (bludgeoning weapons do double damage) and inflicting a Light Wound. Although disabling and preventing the casting of spells requiring gestures, the imprisonment does not inflict any additional damage or hardship beyond normal fettering. On expiry of the spell's duration, the prisoner is slowly expelled from the wall unharmed.

This spell is used by less-scrupulous magi to restrain prisoners for punishment, interrogation and even experimentation although use on a magus or their familiar is considered a Hermetic Crime. A much crueller ritual version of this spell with Year duration inflicts significant hardship on the prisoner, and more powerful examples with a Target of Room to allow the restraining of multiple prisoners are known to exist. The most unique version was developed by the glass-magus Vitrus and entraps opponents within his unique stained glass sculptures.

(Base 3, +2 Voice, +2 Sun, +1 Part, +1 size, +1 stone, requisite free)

Rise Above the Fray (CrTe 15)

R: Touch, D: Diameter, T: Part
Req: Rego

A stone column two paces across forms beneath the caster's feet and rises rapidly into the air to a height of 15 feet, forming a solid platform that acts as a vantage point for spellcasting and removes the caster from melee range. The caster must make a successful Dexterity plus Athletics check against an Ease Factor of only 6 to remain on the platform if they engage in any action other than standing still or casting a spell without gestures. At the end of the spell's duration, the Rego requisite causes the column to sink slowly into the ground over the course of a round, preventing the caster from suffering any falling damage.

(Base 3, +1 Diameter, +1 Part, +1 size, +1 stone, requisite free)

Shelter in the Embrace of the Earth (ReTe 20)

R: Touch, D: Sun, T: Part
Req: Muto

Earthen hands from the rock beneath a willing individual rise out of the ground and grasp the target's ankles, pulling the individual unharmed down through softened earth to a depth of 50 paces to rest in a small spherical chamber five paces in diameter. On expiry of the spell's duration, the individual rises slowly through magically-softened earth to the spot whence they first descended.

(Base 3, +1 Touch, +2 Sun, +1 Part, +1 size, requisite free)

Stairs of Necessity (MuTe 20)

R: Touch, D: Diameter, T: Part
Req: Rego

Roughly-hewn stairs form like blebs from the side of a stone wall or structure touched by the caster, allowing the magus to climb rapidly without fear of falling as if walking up a flight of natural rock stairs. A height of up to 50 feet can be scaled in this manner.

A variant of this spell, Ladder of Necessity, with identical parameters, forms a natural rock ladder in a stone wall, allowing heights of up to 100 feet to be rapidly scaled.

(Base 3, +1 Touch, +1 Diameter, +1 Part, +1 size, +1 stone, requisite free)

Vengeance of Damocles (CrTe 20)

R: Voice, D: Momentary, T: Individual
Req: Rego

As Blade of the Phantom Swordsman (See Hermes Portal #14, "Omnibus Grimoire: Terram," by Andrew Gronosky, for details), but actually creates a shimmering black metal spear that materialises over the target and immediately plunges into its body, automatically inflicting damage if it penetrates the target's Magic Resistance. No aiming roll is necessary and the weapon inflicts a stress die + weapon damage modifier of +7 in damage to the target.

This spell was invented by the sinister magus Damocles Guernici ex Jerbiton for use with a Watching Ward spell to dissuade young apprentices and grogs from straying too close to his laboratory. The image of his sigil, a shimmering black metal spear, fades slowly from the site of the attack as a reminder to those who would dare to disturb him.

(Base 3, +2 Voice, +2 affect metal, +1 Rego)

Design Note: This spell would normally have a Herbam requisite to create a normal spear but was intentionally designed by Damocles to produce a pure metal spear to correspond to his Sigil. From a game balance perspective, it should inflict damage just less than a Creo Ignem spell with the same level and parameters.

Text copyright © Lachlan Hayes 2007.

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